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Pyro Giants

3 Level (0/2700 XP for level-up) Sage (Alchamist) Background Genasi (Fire) Race / Species / Heritage LG Alignment
Wizard
Level 3
Hit Dice: 3/3
1d6+2 Class 1

STR
10
+0
DEX
10
+0
CON
15
+2
INT
16
+3
WIS
14
+2
CHA
10
+0
20
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+2 Constitution
+5 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
+0 Deception CHA
+5 History INT
+2 Insight WIS
+0 Intimidation CHA
+5 Investigation INT
skills
+4 Medicine WIS
+3 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed strike +0 STR 1+STR Blugeoning
Quarterstaff +2 STR 1d6/1d8 Blugeoning
Attacks

Spell Book

Quarterstaff (with engraving "Beeg stick"), arcane focus (beeg stick), Backpack, Bedroll, Mess kit, Tinderbox, 10 Torches, Rations 10, Waterskin, Hempen Rope 50, Spellbook, a half drunk potion, bottle of ink, quill, potion of healing

Equipment Copper: 0, Silver: 2, Electrum: 0, Gold: 487, Platinum: 0 Money
Common, Primordial, Dwarvish, Elvish
Daggers, darts, slings, quarterstaffs, light crossbows

Languages & Proficiencies
I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
I'm convinced that people are always trying to steal my secrets.

Personality Traits
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)

Ideals
I lost my length to greed. I hope to do great deeds and win it back.

Bonds
I am easily distracted by the promise of information.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Level 0 Spells

PHB

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a short piece of copper wire
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

PHB

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard, Druid (Spores)

PHB

Acid Splash

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcer, Wizard

Level 1 Spells

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: ranged spell attack

You hurl a 4 inch diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

SRD

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: self (15 foot cube)
Components: VS
Duration: instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard

Unearthed Arcana 36 - Starter Spells

Healing Elixir

1-level Conjuration

Casting Time: 1 minute
Range/Area: Self
Components: V, S ,M
Materials: alchemist supplies
Duration: 24 hours
Attack/Save: None
Damage/Effect: Healing
You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
At higher levels:
Available for: Warlock, Wizard

Witch Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: ranged spell attack
Damage/Effect: lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Mage Armour

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 8 hours

You touch a willing creature who isn’t wearing armour, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armour or if you dismiss the spell as an action.

False Life

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At higher levels: When you cast this spell 2nd level or higher, you gain 5 additional Temporary Hit Points for each level above 1st.
Available for: Inventor, Sorcerer, Wizard

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